forked from bartvdbraak/blender
240 lines
6.4 KiB
C++
240 lines
6.4 KiB
C++
/*
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
|
|
* All rights reserved.
|
|
*
|
|
* The Original Code is: all of this file.
|
|
*
|
|
* Contributor(s): none yet.
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
* Simple deformation controller that restores a mesh to its rest position
|
|
*/
|
|
|
|
/** \file gameengine/Converter/BL_MeshDeformer.cpp
|
|
* \ingroup bgeconv
|
|
*/
|
|
|
|
#ifdef _MSC_VER
|
|
/* This warning tells us about truncation of __long__ stl-generated names.
|
|
* It can occasionally cause DevStudio to have internal compiler warnings. */
|
|
# pragma warning( disable:4786 )
|
|
#endif
|
|
|
|
#include "RAS_IPolygonMaterial.h"
|
|
#include "BL_DeformableGameObject.h"
|
|
#include "BL_MeshDeformer.h"
|
|
#include "RAS_MeshObject.h"
|
|
#include "DNA_mesh_types.h"
|
|
#include "DNA_meshdata_types.h"
|
|
|
|
#include "CTR_Map.h"
|
|
#include "STR_HashedString.h"
|
|
#include "BLI_math.h"
|
|
|
|
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
|
|
{
|
|
size_t i;
|
|
|
|
// only apply once per frame if the mesh is actually modified
|
|
if (m_pMeshObject->MeshModified() &&
|
|
m_lastDeformUpdate != m_gameobj->GetLastFrame())
|
|
{
|
|
// For each material
|
|
for (list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial();
|
|
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
|
|
if (!mit->m_slots[(void*)m_gameobj])
|
|
continue;
|
|
|
|
RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
|
|
RAS_MeshSlot::iterator it;
|
|
|
|
// for each array
|
|
for (slot->begin(it); !slot->end(it); slot->next(it)) {
|
|
// For each vertex
|
|
for (i=it.startvertex; i<it.endvertex; i++) {
|
|
RAS_TexVert& v = it.vertex[i];
|
|
v.SetXYZ(m_bmesh->mvert[v.getOrigIndex()].co);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_lastDeformUpdate = m_gameobj->GetLastFrame();
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
BL_MeshDeformer::~BL_MeshDeformer()
|
|
{
|
|
if (m_transverts)
|
|
delete [] m_transverts;
|
|
if (m_transnors)
|
|
delete [] m_transnors;
|
|
}
|
|
|
|
void BL_MeshDeformer::ProcessReplica()
|
|
{
|
|
m_transverts = NULL;
|
|
m_transnors = NULL;
|
|
m_tvtot = 0;
|
|
m_bDynamic=false;
|
|
m_lastDeformUpdate = -1;
|
|
}
|
|
|
|
void BL_MeshDeformer::Relink(CTR_Map<class CTR_HashedPtr, void*>*map)
|
|
{
|
|
void **h_obj = (*map)[m_gameobj];
|
|
|
|
if (h_obj)
|
|
m_gameobj = (BL_DeformableGameObject*)(*h_obj);
|
|
else
|
|
m_gameobj = NULL;
|
|
}
|
|
|
|
/**
|
|
* \warning This function is expensive!
|
|
*/
|
|
void BL_MeshDeformer::RecalcNormals()
|
|
{
|
|
/* We don't normalize for performance, not doing it for faces normals
|
|
* gives area-weight normals which often look better anyway, and use
|
|
* GL_NORMALIZE so we don't have to do per vertex normalization either
|
|
* since the GPU can do it faster */
|
|
list<RAS_MeshMaterial>::iterator mit;
|
|
RAS_MeshSlot::iterator it;
|
|
size_t i;
|
|
|
|
/* set vertex normals to zero */
|
|
memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
|
|
|
|
/* add face normals to vertices. */
|
|
for (mit = m_pMeshObject->GetFirstMaterial();
|
|
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
|
|
if (!mit->m_slots[(void*)m_gameobj])
|
|
continue;
|
|
|
|
RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
|
|
|
|
for (slot->begin(it); !slot->end(it); slot->next(it)) {
|
|
int nvert = (int)it.array->m_type;
|
|
|
|
for (i=0; i<it.totindex; i+=nvert) {
|
|
RAS_TexVert& v1 = it.vertex[it.index[i]];
|
|
RAS_TexVert& v2 = it.vertex[it.index[i+1]];
|
|
RAS_TexVert& v3 = it.vertex[it.index[i+2]];
|
|
RAS_TexVert *v4 = NULL;
|
|
|
|
const float *co1 = m_transverts[v1.getOrigIndex()];
|
|
const float *co2 = m_transverts[v2.getOrigIndex()];
|
|
const float *co3 = m_transverts[v3.getOrigIndex()];
|
|
const float *co4 = NULL;
|
|
|
|
/* compute face normal */
|
|
float fnor[3], n1[3], n2[3];
|
|
|
|
if (nvert == 4) {
|
|
v4 = &it.vertex[it.index[i+3]];
|
|
co4 = m_transverts[v4->getOrigIndex()];
|
|
|
|
n1[0] = co1[0] - co3[0];
|
|
n1[1] = co1[1] - co3[1];
|
|
n1[2] = co1[2] - co3[2];
|
|
|
|
n2[0] = co2[0] - co4[0];
|
|
n2[1] = co2[1] - co4[1];
|
|
n2[2] = co2[2] - co4[2];
|
|
}
|
|
else {
|
|
n1[0] = co1[0] - co2[0];
|
|
n2[0] = co2[0] - co3[0];
|
|
n1[1] = co1[1] - co2[1];
|
|
|
|
n2[1] = co2[1] - co3[1];
|
|
n1[2] = co1[2] - co2[2];
|
|
n2[2] = co2[2] - co3[2];
|
|
}
|
|
|
|
fnor[0] = n1[1] * n2[2] - n1[2] * n2[1];
|
|
fnor[1] = n1[2] * n2[0] - n1[0] * n2[2];
|
|
fnor[2] = n1[0] * n2[1] - n1[1] * n2[0];
|
|
normalize_v3(fnor);
|
|
|
|
/* add to vertices for smooth normals */
|
|
float *vn1 = m_transnors[v1.getOrigIndex()];
|
|
float *vn2 = m_transnors[v2.getOrigIndex()];
|
|
float *vn3 = m_transnors[v3.getOrigIndex()];
|
|
|
|
vn1[0] += fnor[0]; vn1[1] += fnor[1]; vn1[2] += fnor[2];
|
|
vn2[0] += fnor[0]; vn2[1] += fnor[1]; vn2[2] += fnor[2];
|
|
vn3[0] += fnor[0]; vn3[1] += fnor[1]; vn3[2] += fnor[2];
|
|
|
|
if (v4) {
|
|
float *vn4 = m_transnors[v4->getOrigIndex()];
|
|
vn4[0] += fnor[0]; vn4[1] += fnor[1]; vn4[2] += fnor[2];
|
|
}
|
|
|
|
/* in case of flat - just assign, the vertices are split */
|
|
if (v1.getFlag() & RAS_TexVert::FLAT) {
|
|
v1.SetNormal(fnor);
|
|
v2.SetNormal(fnor);
|
|
v3.SetNormal(fnor);
|
|
if (v4)
|
|
v4->SetNormal(fnor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* assign smooth vertex normals */
|
|
for (mit = m_pMeshObject->GetFirstMaterial();
|
|
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
|
|
if (!mit->m_slots[(void*)m_gameobj])
|
|
continue;
|
|
|
|
RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
|
|
|
|
for (slot->begin(it); !slot->end(it); slot->next(it)) {
|
|
for (i=it.startvertex; i<it.endvertex; i++) {
|
|
RAS_TexVert& v = it.vertex[i];
|
|
|
|
if (!(v.getFlag() & RAS_TexVert::FLAT))
|
|
v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BL_MeshDeformer::VerifyStorage()
|
|
{
|
|
/* Ensure that we have the right number of verts assigned */
|
|
if (m_tvtot!=m_bmesh->totvert) {
|
|
if (m_transverts)
|
|
delete [] m_transverts;
|
|
if (m_transnors)
|
|
delete [] m_transnors;
|
|
|
|
m_transverts=new float[m_bmesh->totvert][3];
|
|
m_transnors=new float[m_bmesh->totvert][3];
|
|
m_tvtot = m_bmesh->totvert;
|
|
}
|
|
}
|
|
|